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#21 (permalink) |
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Mobile Fanatic
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Nov 2006
Location: Santa Cruz, CA
Posts: 6,207
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FYI, though, the "earlier" series that Apple is using also has a 28MPoly/sec fillrate on paper, and it's barely keeping up with 400K. And that's another thing that I'd like to mention. MPolys/sec is another fillrate figure... The true real-life performance of the chip is usually much lower (up to 1/100) its fillrate on paper because MPolys/sec are usually calculated when there are no textures applied or no geometric transformation occurring.
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cChip interpreter WIP - current status: Release Candidate LRx Filter RC - current performance rating: 9/10 |
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#22 (permalink) |
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Registered User
![]() ![]() ![]() Join Date: Mar 2009
Location: Brooklyn
Posts: 311
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When the ps2 has nothing applied to its polygons it does 75 million per second. It's early games are able to do 20 million though. going down to 1/100th of the performance is just to drastic. Especially when you look at that 400K number. The Nintendo DS can do 120,000 polygons per second with all effects applied at about 60fps. The dreamcast has numbers in the millions. These numbers are down to ps1/n64/ds generation numbers. The iphone can emulate the ps1, I really doubt the performance is that low. Many iphone games have shown graphics that are way better than many Dreamcast games and the dreamcast has polygon counts that are in the millions. Many developers have stated that the iphone graphics are of ps2/xbox/gamecube tier. that is just not possible with just a 400K polygon count. |
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#23 (permalink) | |
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Human Metal
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Location: Holland / Hungary
Posts: 13,541
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Quote:
Let's just hope they won't make the same mistake as with PS2 by making polygon power more important than texturing capability. I'd love to see some PSP graphics with Dreamcast level textures. Because I certainly believe Monster Hunter would be a beauty to behold, while now the textures just look terribly stale.
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#25 (permalink) | |
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Human Metal
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Oct 2002
Location: Holland / Hungary
Posts: 13,541
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Quote:
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#26 (permalink) |
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Registered User
![]() ![]() ![]() Join Date: Mar 2009
Location: Brooklyn
Posts: 311
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Oh I guess I misunderstood you. http://ui01.gamefaqs.com/2368/gfs_115958_2_2.jpg http://image.com.com/gamespot/images..._screen004.jpg http://www.gamefaqs.com/mobile/iphon...456.html?gs=20 I think that MGS touch looks better than a lot of Dreamcast games, at they very very least it is on par, something like that wouldn't be possible with a 400K polygon rate |
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#27 (permalink) |
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Human Metal
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Oct 2002
Location: Holland / Hungary
Posts: 13,541
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MGS looks good, definitely, though I think it's rather because of all the effort the developers put into it rather than the technical limitations of the Dreamcast hardware. For that very same reason there's Playstation 2 games that look fabulous despite the ancient hardware and its problems (lack of texturing capability and easy to implement anti aliasing). Dreamcast also suffered from being the pioneer in its class, since it was the first of the new generation consoles. It got way too many ports that were nothing more than high resolution PSX games, with some added bilinear filtering and AA. You can't compare stuff like Metropolis Street Racer or Jet Set Radio to crap like Fighting Force 2 or WWF Attitude. Anyway, seems like I highly underestimated the graphical capabilities of that system. That game certainly looks impressive. On the other hand, I wonder how well it would do if it had to render a dynamic environment, such as a lively city to walk through like seen in Shenmue. With small areas like in a static shooter you can put much more detail. Nevertheless, Sega themselves have stated that the iPhone is as powerful as a Dreamcast, so it's kinda hard to deny that. Technology certainly hasn't stood still.
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#29 (permalink) |
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Mobile Fanatic
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Nov 2006
Location: Santa Cruz, CA
Posts: 6,207
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MGS touch is irrelevant in terms of texture or polygon discussions... sorry to say that. Because the game is pure 2D. Any and all 3D stuffs you see in it are pre-rendered and pasted in like some kind of cut-out paper character. You have to see it in action to really know though... So in that regard, I'm sorry to say that iPhone games are far below DreamCast quality still (if you use MGS touch as a comparison). Unless you can find another game that is truly 3D and really is better than DreamCast. Or better yet, how about I find it for you? ![]() That's the current gen PowerVR SGX prowess. I'm guessing around 2-4K polygon each car, so 40 cars would be 80-160K polygons not counting the background, so somewhere around 160K poly to 240K poly. Not too bad... but it's still below PS2 quality. But if you ask me, I didn't see anything like that on DreamCast.
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cChip interpreter WIP - current status: Release Candidate LRx Filter RC - current performance rating: 9/10 Last edited by runawayprisoner; 4 Weeks Ago at 16:59.. |
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#30 (permalink) |
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Pilgrim
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2005
Location: Hyperion
Posts: 3,382
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I played MGS touch and it was just pasted like you said, not real textures.
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#32 (permalink) | |
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Human Metal
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Oct 2002
Location: Holland / Hungary
Posts: 13,541
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Quote:
__________________
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